Add support for rotors in actor previews.

This commit is contained in:
Paul Chote
2014-07-20 22:49:55 +12:00
parent 7c434507f1
commit 3903b9b2b5

View File

@@ -8,13 +8,16 @@
*/ */
#endregion #endregion
using System;
using System.Collections.Generic;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
[Desc("Displays a helicopter rotor overlay.")] [Desc("Displays a helicopter rotor overlay.")]
public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo> public class WithRotorInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{ {
[Desc("Sequence name to use when flying")] [Desc("Sequence name to use when flying")]
public readonly string Sequence = "rotor"; public readonly string Sequence = "rotor";
@@ -29,6 +32,18 @@ namespace OpenRA.Mods.RA.Render
public readonly string Id = "rotor"; public readonly string Id = "rotor";
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); } public object Create(ActorInitializer init) { return new WithRotor(init.self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence);
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}
} }
public class WithRotor : ITick public class WithRotor : ITick